











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Easy Exploration |
Sex | Male |
Race | Cornac |
Class | Archer |
Level / Exp | 38 / 23% |
Size | medium |
Lifes / Deaths | Killed by Celia at level 19 on the 58th Haze 122nd year of Ascendancy at 13:24 / 168Killed by Celia at level 19 on the 58th Haze 122nd year of Ascendancy at 13:45 Killed by Emelolaith the skeleton magus at level 19 on the 58th Haze 122nd year of Ascendancy at 14:03 Killed by Emelolaith the skeleton magus at level 19 on the 58th Haze 122nd year of Ascendancy at 14:13 Killed by Urkis, the High Tempest at level 19 on the 7th Allure 123rd year of Ascendancy at 17:17 Killed by Urkis, the High Tempest at level 19 on the 7th Allure 123rd year of Ascendancy at 17:29 Killed by Urkis, the High Tempest at level 19 on the 7th Allure 123rd year of Ascendancy at 17:41 Killed by Urkis, the High Tempest at level 19 on the 7th Allure 123rd year of Ascendancy at 17:53 Killed by Celia at level 20 on the 33rd Regrowth 123rd year of Ascendancy at 20:16 Killed by Isletira the bone giant at level 20 on the 33rd Regrowth 123rd year of Ascendancy at 20:37 Killed by Celia at level 20 on the 33rd Regrowth 123rd year of Ascendancy at 20:43 Killed by Celia at level 20 on the 33rd Regrowth 123rd year of Ascendancy at 21:01 Killed by steamgun turret at level 20 on the 33rd Regrowth 123rd year of Ascendancy at 21:50 Killed by armoured skeleton warrior at level 20 on the 33rd Regrowth 123rd year of Ascendancy at 22:08 Killed by Celia at level 20 on the 33rd Regrowth 123rd year of Ascendancy at 22:35 Killed by Celia at level 20 on the 33rd Regrowth 123rd year of Ascendancy at 23:27 Killed by Celia at level 20 on the 33rd Regrowth 123rd year of Ascendancy at 23:50 Killed by Eilinybeth the bone giant at level 20 on the 34th Regrowth 123rd year of Ascendancy at 00:24 Killed by bloated horror at level 20 on the 34th Regrowth 123rd year of Ascendancy at 01:52 Killed by Galratira the ghoul at level 20 on the 34th Regrowth 123rd year of Ascendancy at 02:20 Killed by Yvadheba the elder vampire at level 20 on the 34th Regrowth 123rd year of Ascendancy at 02:57 Killed by Galratira the ghoul at level 20 on the 34th Regrowth 123rd year of Ascendancy at 03:42 Killed by Emelolaith the skeleton magus at level 20 on the 34th Regrowth 123rd year of Ascendancy at 04:16 Killed by Isletira the bone giant at level 20 on the 34th Regrowth 123rd year of Ascendancy at 04:36 Killed by Zubethra the master vampire at level 20 on the 34th Regrowth 123rd year of Ascendancy at 04:55 Killed by Grand Corruptor at level 20 on the 40th Regrowth 123rd year of Ascendancy at 21:50 Killed by Grand Corruptor at level 20 on the 40th Regrowth 123rd year of Ascendancy at 22:00 Killed by Grand Corruptor at level 20 on the 40th Regrowth 123rd year of Ascendancy at 22:45 Killed by The Master at level 24 on the 50th Regrowth 123rd year of Ascendancy at 19:59 Killed by Lord of Skulls (warrior) at level 24 on the 50th Regrowth 123rd year of Ascendancy at 20:25 Killed by Lord of Skulls (warrior) at level 24 on the 50th Regrowth 123rd year of Ascendancy at 20:48 Killed by ghoul at level 24 on the 50th Regrowth 123rd year of Ascendancy at 21:31 Killed by armoured skeleton warrior at level 24 on the 50th Regrowth 123rd year of Ascendancy at 22:21 Killed by skeleton master archer at level 24 on the 50th Regrowth 123rd year of Ascendancy at 22:54 Killed by The Master at level 24 on the 50th Regrowth 123rd year of Ascendancy at 23:03 Killed by The Master at level 24 on the 50th Regrowth 123rd year of Ascendancy at 23:15 Killed by armoured skeleton warrior at level 24 on the 50th Regrowth 123rd year of Ascendancy at 23:50 Killed by armoured skeleton warrior at level 24 on the 51st Regrowth 123rd year of Ascendancy at 00:13 Killed by The Master at level 24 on the 51st Regrowth 123rd year of Ascendancy at 01:20 Killed by armoured skeleton warrior at level 24 on the 51st Regrowth 123rd year of Ascendancy at 01:35 Killed by skeleton master archer at level 24 on the 51st Regrowth 123rd year of Ascendancy at 02:17 Killed by skeleton master archer at level 24 on the 51st Regrowth 123rd year of Ascendancy at 03:02 Killed by elder vampire at level 24 on the 51st Regrowth 123rd year of Ascendancy at 04:06 Killed by The Master at level 24 on the 51st Regrowth 123rd year of Ascendancy at 04:55 Killed by armoured skeleton warrior at level 24 on the 51st Regrowth 123rd year of Ascendancy at 05:39 Killed by Lord of Skulls (warrior) at level 24 on the 51st Regrowth 123rd year of Ascendancy at 06:46 Killed by elder vampire at level 24 on the 51st Regrowth 123rd year of Ascendancy at 08:32 Killed by ghoul at level 24 on the 51st Regrowth 123rd year of Ascendancy at 09:21 Killed by ghoul at level 24 on the 51st Regrowth 123rd year of Ascendancy at 11:13 Killed by skeleton master archer at level 24 on the 51st Regrowth 123rd year of Ascendancy at 12:15 Killed by elder vampire at level 24 on the 51st Regrowth 123rd year of Ascendancy at 12:25 Killed by The Master at level 24 on the 51st Regrowth 123rd year of Ascendancy at 13:17 Killed by The Master at level 24 on the 51st Regrowth 123rd year of Ascendancy at 13:59 Killed by Lord of Skulls (warrior) at level 24 on the 51st Regrowth 123rd year of Ascendancy at 14:50 Killed by The Master at level 24 on the 51st Regrowth 123rd year of Ascendancy at 16:09 Killed by The Master at level 24 on the 51st Regrowth 123rd year of Ascendancy at 18:05 Killed by skeleton mage at level 24 on the 51st Regrowth 123rd year of Ascendancy at 19:00 Killed by The Master at level 24 on the 51st Regrowth 123rd year of Ascendancy at 20:42 Killed by Lord of Skulls (archer) at level 24 on the 51st Regrowth 123rd year of Ascendancy at 20:53 Killed by armoured skeleton warrior at level 24 on the 51st Regrowth 123rd year of Ascendancy at 21:24 Killed by elder vampire at level 25 on the 51st Regrowth 123rd year of Ascendancy at 21:56 Killed by Lord of Skulls (warrior) at level 25 on the 51st Regrowth 123rd year of Ascendancy at 22:21 Killed by corrupted mean looking elven guard at level 27 on the 56th Regrowth 123rd year of Ascendancy at 21:53 Killed by corrupted mean looking elven guard at level 27 on the 56th Regrowth 123rd year of Ascendancy at 22:28 Killed by elven blood mage at level 27 on the 57th Regrowth 123rd year of Ascendancy at 07:59 Killed by elven cultist at level 27 on the 57th Regrowth 123rd year of Ascendancy at 09:49 Killed by dreaming horror at level 27 on the 62nd Regrowth 123rd year of Ascendancy at 13:41 Killed by dreaming horror at level 27 on the 62nd Regrowth 123rd year of Ascendancy at 15:03 Killed by Forest Troll Hedge-Wizard at level 29 on the 65th Regrowth 123rd year of Ascendancy at 18:28 Killed by bloated horror at level 29 on the 65th Regrowth 123rd year of Ascendancy at 23:38 Killed by Golbug the Destroyer at level 30 on the 68th Regrowth 123rd year of Ascendancy at 21:38 Killed by skeleton mage at level 31 on the 79th Regrowth 123rd year of Ascendancy at 00:15 Killed by Rak'Shor Cultist at level 32 on the 8th Flare 123rd year of Ascendancy at 20:13 Killed by uruivellas at level 33 on the 21st Dusk 123rd year of Ascendancy at 14:20 Killed by wretchling at level 33 on the 22nd Dusk 123rd year of Ascendancy at 09:35 Killed by onilug at level 33 on the 22nd Dusk 123rd year of Ascendancy at 10:20 Killed by armoured skeleton warrior at level 33 on the 26th Dusk 123rd year of Ascendancy at 05:52 Killed by Lord of Skulls (warrior) at level 33 on the 26th Dusk 123rd year of Ascendancy at 07:25 Killed by armoured skeleton warrior at level 33 on the 26th Dusk 123rd year of Ascendancy at 14:29 Killed by armoured skeleton warrior at level 33 on the 26th Dusk 123rd year of Ascendancy at 15:39 Killed by Gloromira the orc blood mage at level 33 on the 26th Dusk 123rd year of Ascendancy at 21:38 Killed by orc necromancer at level 33 on the 27th Dusk 123rd year of Ascendancy at 06:28 Killed by orc necromancer at level 33 on the 27th Dusk 123rd year of Ascendancy at 07:39 Killed by Poriwen the orc necromancer at level 33 on the 27th Dusk 123rd year of Ascendancy at 10:14 Killed by Poriwen the orc necromancer at level 33 on the 27th Dusk 123rd year of Ascendancy at 11:20 Killed by orc necromancer at level 33 on the 27th Dusk 123rd year of Ascendancy at 15:37 Killed by orc pyromancer at level 34 on the 27th Dusk 123rd year of Ascendancy at 20:15 Killed by sanguine horror at level 34 on the 28th Dusk 123rd year of Ascendancy at 02:40 Killed by orc cryomancer at level 34 on the 28th Dusk 123rd year of Ascendancy at 22:57 Killed by Rak'shor, Grand Necromancer of the Pride at level 34 on the 29th Dusk 123rd year of Ascendancy at 04:05 Killed by Rak'shor, Grand Necromancer of the Pride at level 34 on the 29th Dusk 123rd year of Ascendancy at 06:05 Killed by skeleton magus at level 34 on the 29th Dusk 123rd year of Ascendancy at 07:47 Killed by Rak'shor, Grand Necromancer of the Pride at level 34 on the 29th Dusk 123rd year of Ascendancy at 10:16 Killed by Rak'shor, Grand Necromancer of the Pride at level 34 on the 29th Dusk 123rd year of Ascendancy at 11:56 Killed by orc corruptor at level 35 on the 30th Dusk 123rd year of Ascendancy at 03:48 Killed by Belorerin the Herald at level 35 on the 70th Dusk 123rd year of Ascendancy at 23:34 Killed by Beastmaster Islyta at level 35 on the 71st Dusk 123rd year of Ascendancy at 01:12 Killed by minotaur at level 35 on the 71st Dusk 123rd year of Ascendancy at 02:36 Killed by Beastmaster Aruranor at level 35 on the 71st Dusk 123rd year of Ascendancy at 04:20 Killed by minotaur at level 35 on the 71st Dusk 123rd year of Ascendancy at 06:18 Killed by ritch flamespitter at level 35 on the 71st Dusk 123rd year of Ascendancy at 07:34 Killed by stone golem at level 35 on the 71st Dusk 123rd year of Ascendancy at 09:50 Killed by venom drake at level 35 on the 71st Dusk 123rd year of Ascendancy at 09:58 Killed by minotaur at level 35 on the 71st Dusk 123rd year of Ascendancy at 10:14 Killed by stone golem at level 35 on the 71st Dusk 123rd year of Ascendancy at 10:39 Killed by minotaur at level 36 on the 71st Dusk 123rd year of Ascendancy at 11:14 Killed by minotaur at level 36 on the 71st Dusk 123rd year of Ascendancy at 12:23 Killed by Belorerin the Herald at level 36 on the 71st Dusk 123rd year of Ascendancy at 13:39 Killed by stone golem at level 36 on the 71st Dusk 123rd year of Ascendancy at 13:55 Killed by rimebark at level 36 on the 71st Dusk 123rd year of Ascendancy at 15:40 Killed by minotaur at level 36 on the 71st Dusk 123rd year of Ascendancy at 15:48 Killed by elder vampire at level 36 on the 71st Dusk 123rd year of Ascendancy at 17:06 Killed by Lashing Tentacle at level 36 on the 71st Dusk 123rd year of Ascendancy at 18:15 Killed by Glath the Frozen Terror at level 36 on the 71st Dusk 123rd year of Ascendancy at 23:54 Killed by Glath the Frozen Terror at level 36 on the 72nd Dusk 123rd year of Ascendancy at 00:04 Killed by Glath the Frozen Terror at level 36 on the 72nd Dusk 123rd year of Ascendancy at 00:18 Killed by Gladherin the Flame Terror at level 36 on the 72nd Dusk 123rd year of Ascendancy at 02:19 Killed by Glath the Frozen Terror at level 36 on the 72nd Dusk 123rd year of Ascendancy at 02:28 Killed by Glath the Frozen Terror at level 36 on the 72nd Dusk 123rd year of Ascendancy at 02:38 Killed by Glath the Frozen Terror at level 36 on the 72nd Dusk 123rd year of Ascendancy at 02:59 Killed by Glath the Frozen Terror at level 36 on the 72nd Dusk 123rd year of Ascendancy at 03:58 Killed by carrion worm mass at level 36 on the 72nd Dusk 123rd year of Ascendancy at 04:36 Killed by Glath the Frozen Terror at level 36 on the 72nd Dusk 123rd year of Ascendancy at 05:20 Killed by Gladherin the Flame Terror at level 36 on the 72nd Dusk 123rd year of Ascendancy at 05:54 Killed by carrion worm mass at level 36 on the 72nd Dusk 123rd year of Ascendancy at 07:10 Killed by Glath the Frozen Terror at level 36 on the 72nd Dusk 123rd year of Ascendancy at 07:52 Killed by Glath the Frozen Terror at level 36 on the 72nd Dusk 123rd year of Ascendancy at 08:43 Killed by Gladherin the Flame Terror at level 36 on the 72nd Dusk 123rd year of Ascendancy at 09:55 Killed by Gladherin the Flame Terror at level 36 on the 72nd Dusk 123rd year of Ascendancy at 12:18 Killed by Glath the Frozen Terror at level 36 on the 72nd Dusk 123rd year of Ascendancy at 14:08 Killed by Glath the Frozen Terror at level 36 on the 72nd Dusk 123rd year of Ascendancy at 14:20 Killed by Glath the Frozen Terror at level 36 on the 72nd Dusk 123rd year of Ascendancy at 15:40 Killed by Glath the Frozen Terror at level 36 on the 72nd Dusk 123rd year of Ascendancy at 17:09 Killed by Glath the Frozen Terror at level 36 on the 72nd Dusk 123rd year of Ascendancy at 19:52 Killed by Glath the Frozen Terror at level 36 on the 72nd Dusk 123rd year of Ascendancy at 21:04 Killed by Glath the Frozen Terror at level 36 on the 72nd Dusk 123rd year of Ascendancy at 21:15 Killed by Glath the Frozen Terror at level 36 on the 72nd Dusk 123rd year of Ascendancy at 21:28 Killed by Glath the Frozen Terror at level 36 on the 72nd Dusk 123rd year of Ascendancy at 22:41 Killed by Glath the Frozen Terror at level 36 on the 72nd Dusk 123rd year of Ascendancy at 23:18 Killed by Glath the Frozen Terror at level 36 on the 72nd Dusk 123rd year of Ascendancy at 23:29 Killed by Glath the Frozen Terror at level 36 on the 72nd Dusk 123rd year of Ascendancy at 23:46 Killed by Glath the Frozen Terror at level 36 on the 73rd Dusk 123rd year of Ascendancy at 00:05 Killed by Gladherin the Flame Terror at level 36 on the 73rd Dusk 123rd year of Ascendancy at 00:35 Killed by Emumina the Caustic Terror at level 36 on the 73rd Dusk 123rd year of Ascendancy at 06:33 Killed by Emumina the Caustic Terror at level 36 on the 73rd Dusk 123rd year of Ascendancy at 06:43 Killed by Emumina the Caustic Terror at level 36 on the 73rd Dusk 123rd year of Ascendancy at 06:53 Killed by Emumina the Caustic Terror at level 36 on the 73rd Dusk 123rd year of Ascendancy at 07:15 Killed by Emumina the Caustic Terror at level 36 on the 73rd Dusk 123rd year of Ascendancy at 08:03 Killed by Emumina the Caustic Terror at level 36 on the 73rd Dusk 123rd year of Ascendancy at 09:07 Killed by ritch flamespitter at level 36 on the 73rd Dusk 123rd year of Ascendancy at 09:52 Killed by Emumina the Caustic Terror at level 36 on the 73rd Dusk 123rd year of Ascendancy at 11:03 Killed by Emumina the Caustic Terror at level 36 on the 73rd Dusk 123rd year of Ascendancy at 11:48 Killed by Emumina the Caustic Terror at level 36 on the 73rd Dusk 123rd year of Ascendancy at 12:01 Killed by Emumina the Caustic Terror at level 36 on the 73rd Dusk 123rd year of Ascendancy at 12:45 Killed by Emumina the Caustic Terror at level 36 on the 73rd Dusk 123rd year of Ascendancy at 13:08 Killed by Emumina the Caustic Terror at level 36 on the 73rd Dusk 123rd year of Ascendancy at 14:49 Killed by ritch flamespitter (wild summon) at level 36 on the 73rd Dusk 123rd year of Ascendancy at 15:05 Killed by Emumina the Caustic Terror at level 36 on the 73rd Dusk 123rd year of Ascendancy at 15:57 Killed by Emumina the Caustic Terror at level 36 on the 73rd Dusk 123rd year of Ascendancy at 16:59 Killed by Emumina the Caustic Terror at level 36 on the 73rd Dusk 123rd year of Ascendancy at 18:13 Killed by Emumina the Caustic Terror at level 36 on the 73rd Dusk 123rd year of Ascendancy at 19:21 Killed by Mayyra the Storm Terror at level 36 on the 73rd Dusk 123rd year of Ascendancy at 19:31 Killed by Aradavea the storm wyrm at level 37 on the 74th Dusk 123rd year of Ascendancy at 21:32 Killed by Aradavea the storm wyrm at level 37 on the 74th Dusk 123rd year of Ascendancy at 23:08 Killed by skeleton master archer at level 37 on the 75th Dusk 123rd year of Ascendancy at 13:46 Killed by Glorewyn the venom wyrm at level 37 on the 75th Dusk 123rd year of Ascendancy at 23:57 Killed by ritch flamespitter at level 38 on the 77th Dusk 123rd year of Ascendancy at 00:13 Killed by ritch flamespitter at level 38 on the 77th Dusk 123rd year of Ascendancy at 00:26 |
Primary Stats
Strength | 19 (base 15) |
Dexterity | 93 (base 47) |
Constitution | 60 (base 57) |
Magic | 19 (base 10) |
Willpower | 48 (base 15) |
Cunning | 65 (base 39) |
Resources
Life | 945/945 |
Stamina | 306/306 |
Healing Factor | 1.3300507772247 |
Regeneration | 2.9926142487556 |
Speed
Mental | +2.2204460492503E-14% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 6 |
See Stealth | 49.683315893437 |
See Invisible | 59.683315893437 |
Offense: Mainhand
Damage | 108 |
Accuracy | 74 |
Crit Chance | 23% |
APR | 124 |
Speed | 1.00 |
Offense: Spell
Spellpower | 16 |
Crit Chance | 18% |
Speed | 1 |
Offense: Mind
Mindpower | 54 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
Light | +18% |
Physical | +5% |
Arcane | +9% |
Cold | +6% |
All | 0% |
Offense: Damage Penetration
Acid | -10% |
Physical | +17% |
Arcane | +5% |
Mind | -5% |
All | -20% |
Defense: Base
Armour (hardiness) | 42 (69.687909656376%) |
Defense | 72 |
Ranged Defense | 72 |
Fatigue | 0 |
Physical Save | 41 |
Spell Save | 21 |
Mental Save | 47 |
Defense: Resistances
Lightning | + 31%( 70%) |
Light | + 28%( 70%) |
Darkness | + 27%( 70%) |
Physical | + 19%( 70%) |
Mind | + 22%( 70%) |
All | + 15%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 50% |
Knockback Resistance | 100% |
Confusion Resistance | 28% |
Pinning Resistance | 20% |
Disarm Resistance | 53% |
Poison Resistance | 20% |
Blind Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 522 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 226 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Combat techniques | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Archery training | 1.50 |
| 5/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Technique / Archery prowess | 1.50 |
| 3/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.00 |
| 3/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Technique / Reflexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 2/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Mobility | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
detrimental effect | Zone-wide effect: +20 mindpower, +2 life regen, -1 equilibrium per turn, -20% resistance penetration. Natural Aura |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost defiler (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you gained talent category Corruption / Curses (at mastery 1.00). | done |
You failed to protect the lost defiler from death by quasit. Escort: lost defiler (level 7 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You failed to protect the lost sun paladin from death by spitting spider. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You failed to protect the lost warrior from death by snow giant boulder thrower. Escort: lost warrior (level 1 of Daikara) | failed |
You failed to protect the lost warrior from death by The Pacifier. Escort: lost warrior (level 8 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 5 of Dreadfell. Escort: temporal explorer (level 5 of Dreadfell)As a reward you improved talent Foresight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | failed |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed vial of squid ink. * You've found the needed vial of elder vampire blood. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed snow giant kidney. * You've found the needed sandworm tooth. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * You've found the needed vial of fire wyrm saliva. * You've found the needed vial of greater demon bile. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed length of troll intestine. * You've found the needed vial of wight ectoplasm. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +7 Defense: +25 (+7 eff.) Fatigue: -7% Changes stats: +2 Dex Changes resistances penetration: +15% physical / +25% arcane / +15% mind Stamina each turn: +0.60 Only die when reaching: -60.00 life Maximum life: +43.00 Movement speed: +10% A pair of boots made of leather. |
Quiver | ![]() Requires: - Dexterity 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 45.0 - 63.0 Uses stats: 70% Dex, 40% Mag, 50% Str Damage type: Temporal darkness Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +120 Crit. chance: +6.0% Capacity: 0 When this weapon hits: Spatial Tether (15% chance level 1). When this weapon hits: Dimensional Anchor (15% chance level 1). An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
Light source | ![]() Powered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +3 Mag Changes resistances: +14% darkness Changes damage: +9% light Damage affinity(heal): +5% light Spellpower: +12 (+3 eff.) Light radius: +9 It can be used to activate talent Sun Flare, placing all other charms into a 23 cooldown : Effective talent level: 3.0 Power cost: 23 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 64.85 light damage. At talent level 3 you gain 12% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +4 Armour: +3 Fatigue: +3% Changes stats: +4 Str / +3 Dex / +3 Cun It can be used to activate talent Skullcracker, placing all other charms into a 16 cooldown : Effective talent level: 3.0 Power cost: 16 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 47.8 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Tool | ![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 19% Damage when hit (Melee): 8 fire Changes stats: +7 Cun / +4 Wil Changes resistances penetration: +10% acid Reduces incoming crit damage: 15.00% It can be used to sting an enemy dealing 284 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+4 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
On fingers | ![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 2 arcane Changes stats: -4 Str / +4 Dex / +6 Mag / +11 Wil / +6 Cun Changes resistances: +9% light Changes damage: +9% arcane Mental save: +8 (+2 eff.) Confusion immunity: +28% Spellpower: +8 (+2 eff.) Mindpower: +8 (+3 eff.) Light radius: +2 Rings make your fingers look great! |
Around waist | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +7 Defense: +7 (+2 eff.) Changes stats: +3 Con Physical save: +13 (+5 eff.) Mental save: +6 (+2 eff.) Mindpower: +5 (+2 eff.) A belt that goes around your waist. |
In main hand | ![]() Requires: - Dexterity 24 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 When this weapon hits: Netherblast (20% chance level 3). Damage (Ranged): +8 cold Damage (radius 2) on crit: +4 cold When wielded/worn: Effects on ranged hit: * 17 arcane resource burn Changes stats: +12 Dex / +5 Wil / +3 Cun Changes resistances: +6% light Changes resistances penetration: +22% physical Changes damage: +9% light / +6% cold Talent mastery: +0.15 Wild-gift / Antimagic Mindpower: +11 (+4 eff.) Talent on hit(spell): Netherblast (20% chance level 3). Longbows are used to shoot arrows at your foes. |
On hands | ![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +24 (+6 eff.) Armour: +3 Changes stats: +4 Dex Physical save: +7 (+3 eff.) Mental save: +5 (+1 eff.) Disarm immunity: +33% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() Requires: - Strength 18 Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +13 Defense: +19 (+5 eff.) Fatigue: +8% Effects when hit in melee: * 20% chance to reduce strength, dexterity, and constitution by 10 * 33% chance to reduce damage dealt by 26% Changes stats: +7 Cun / +7 Dex Changes resistances: +8% mind / +19% lightning Physical save: +6 (+2 eff.) Mental save: +23 (+7 eff.) Poison immunity: +20% Silence immunity: +20% Disarm immunity: +20% Pinning immunity: +20% A suit of armour made of leather. |
Cloak | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +3 Dex Silence immunity: +30% Deflect projectiles away: +25% Slows Projectiles: +20% Activating this item is instant. It can be used to activate talent Evasion (costing 38 power out of 50/50) : Effective talent level: 2.0 Power cost: 38 out of 50/50. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 33% chance to evade melee and ranged attacks and 26 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
Around neck | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Blindness immunity: +100% Spellpower: +5 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 46 power out of 60/60. The evilness of undeath radiates from this amulet. |
Inventory
![]() Powered by arcane forces 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 lightning, 3 physical, 4 temporal, 3 arcane, 5 mind, 3 acid It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() ethereal rune (power 13; resist 28%; move 38%; dur 5; cd 18) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 28% all resistance, you move 38% faster, and you are invisible (power 13). It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() shielding rune of the sneak (absorb 423; dur 7; cd 14) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 423 damage for 7 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +20 (+5 eff.) Armour penetration: +3 Physical crit. chance: +3.0% Armour: +10 Damage when hit (Melee): 4 physical Changes stats: +8 Dex Changes resistances: +5% arcane Talent masteries: +0.28 Technique / Sniper +0.28 Corruption / Curses Amulets make your neck look great! |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+2 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. It can be used to activate talent Circle of Sanctity (costing 23 power out of 60/60) : Effective talent level: 3.0 Power cost: 23 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 6 light damage to everyone else who enters. The circle lasts 4 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +11 (+3 eff.) Changes stats: +5 Lck / +2 Dex Reduce all damage from unseen attackers: 12% Amulets make your neck look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Changes stats: +6 Dex Changes resistances: +11% blight / +3% cold / +26% light / +6% temporal Changes resistances penetration: +15% cold / +10% temporal Changes damage: +11% blight / +9% temporal / +13% light Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 15.25 cold and 15.10 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 46 power out of 60/60. This azure ring seems to be always moist to the touch. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings make your fingers look great! |
![]() 0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 10 light Damage (Ranged): 14 light Changes stats: +3 Mag Changes damage: +14% light Rings make your fingers look great! |
![]() Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 When this weapon hits: Epidemic (25% chance level 1). When this weapon hits: Cyst Burst (25% chance level 1). When wielded/worn: Effects on ranged hit: * 40% chance to reduce strength, dexterity, and constitution by 10 Damage (Ranged): 20 blight Changes damage: +20% blight Disease immunity: +50% Spellpower: +10 (+2 eff.) A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
![]() Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +9 Damage (Ranged): +15 fire When wielded/worn: Accuracy: +35 (+8 eff.) Armour penetration: +14 Physical crit. chance: +6.0% Armour: +2 Damage when hit (Melee): 4 blight Changes stats: +2 Str Changes resistances penetration: +15% all Changes damage: +18% fire Critical mult.: +15.00% Physical save: +3 (+1 eff.) Only die when reaching: -80.00 life Longbows are used to shoot arrows at your foes. |
![]() Zubunor Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +3.0% Attack speed: 100% Firing range: +9 Damage (Ranged): +21 lightning When wielded/worn: Armour penetration: +3 Physical power: +14 (+5 eff.) Ammo reloads per turn: +7 Damage when hit (Melee): 2 physical Changes stats: +6 Str / +5 Mag Changes resistances penetration: +12% temporal / +15% physical Changes damage: +20% lightning / +12% temporal / +6% blight / +18% physical Talent mastery: +0.30 Chronomancy / Bow Threading Physical save: +6 (+2 eff.) Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Longbows are used to shoot arrows at your foes. |
![]() balanced voratun longsword of vileness (42-59 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.0 - 58.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 10 Damage (Melee): +11 blight When wielded/worn: Accuracy: +8 (+2 eff.) Defense: +13 (+4 eff.) Disarm immunity: +41% Sharp, long, and deadly. |
![]() warbringer's stralite longsword of paradox (36-50 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 36.0 - 50.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +13 temporal When wielded/worn: Physical power: +7 (+3 eff.) Changes stats: +4 Con Changes resistances: +9% temporal Changes resistances penetration: +9% physical Disarm immunity: +17% Sharp, long, and deadly. |
![]() Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 14.0 - 15.4 Uses stats: 50% Wil, 30% Cun Damage type: Fire Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% cold When wielded/worn: Changes resistances: +20% fire / +20% cold Changes resistances penetration: +12% fire / +12% cold Changes damage: +20% fire / +20% cold Talent mastery: +0.20 Psionic / Thermal mastery Talent granted: +1 Psionic Maelstrom Spell save: +12 (+6 eff.) Psi each turn: +1.00 Mindpower: +16 (+5 eff.) Mental crit. chance: +8% Thermal energies are focussed in the core of this mindstar. |
![]() gifted living mindstar of clarity (16-18 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.0 - 17.6 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Mental save: +5 (+1 eff.) Maximum psi: +22.00 Mindpower: +13 (+4 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() honing pulsing mindstar of balance (12-14 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.5 - 13.8 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun / +3 Wil Changes resistances: +5% physical Changes resistances penetration: +7% physical Changes damage: +6% physical Talent granted: +1 Attune Mindstar Physical save: +3 (+1 eff.) Spell save: +6 (+3 eff.) Mental save: +5 (+1 eff.) Equilibrium when hit: +1.40 Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 4 Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +9 On weapon hit: * 20% chance to reduce armor by 19% Damage (radius 1) on hit: +8 mind When wielded/worn: Changes stats: +12 Con / +10 Wil Changes resistances: +9% temporal Changes damage: +12% acid / +6% mind Maximum life: +58.00 Mindpower: +25 (+8 eff.) Mental crit. chance: +3% Slings are used to hurl stones or metal shots at your foes. |
![]() Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 When wielded/worn: Physical power: +5 (+2 eff.) Changes stats: +3 Str Slings are used to hurl stones or metal shots at your foes. |
![]() elven-wood starstaff of wizardry (25-30 power, 5 apr, physical element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Mag / +2 Wil Changes damage: +25% physical Talent granted: +1 Command Staff Maximum mana: +10.00 Spellpower: +19 (+4 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+4 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) Mindpower: +6 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 8 power out of 25/25) : Effective talent level: 3.0 Power cost: 8 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 55 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +8 Mag Changes resistances: +12% arcane / +12% darkness Changes damage: +15% arcane / +15% darkness Talent masteries: +0.10 Spell / Aether +0.20 Spell / Arcane +0.20 Spell / Nightfall Spellpower on spell critical (stacks up to 3 times): +5 Spell crit. chance: +6% Damage Shield Duration: +1 Damage Shield Power: +15% Damage shields have +1 duration and +15% power It can be used to activate talent Aether Breach (costing 22 power out of 28/28) : Effective talent level: 2.0 Power cost: 22 out of 28/28. Range: 7 Travel Speed: instantaneous Is: a spell and usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 45.48 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
![]() Requires: - Heavy armour training - Cunning 25 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +4% Changes stats: +3 Con / +10 Wil Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Cunning / Survival Mindpower: +5 (+2 eff.) Activating this item is instant. It can be used to activate talent Indomitable (costing 46 power out of 60/60) : Effective talent level: 1.0 Power cost: 46 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
![]() marauder's reinforced leather armour of delving (17 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +17 (+5 eff.) Fatigue: +8% Changes stats: +11 Str / +6 Dex Changes resistances: +15% darkness / +9% physical Physical save: +8 (+3 eff.) Light radius: +1 It can be used to activate talent Track, placing all other charms into a 23 cooldown : Effective talent level: 2.0 Power cost: 23 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 19 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 34.0 - 47.6 Uses stats: 60% Dex, 20% Mag, 50% Str Damage type: Bright light Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +2.0% Capacity: 25 On weapon hit: * 25% chance to blind Travel speed: +300% Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
![]() Requires: - Dexterity 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 56.5 - 79.1 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +14.5% Capacity: 22 On weapon hit: * 20% chance to create vines that bind the target to the ground dealing 214 nature damage and pinning them for 3 turns On weapon crit: * Wound the target dealing 150 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical power: +10 (+4 eff.) Armour: +8 Effects when hit in melee: * 38% chance to reduce strength, dexterity, and constitution by 10 * 21% chance to reduce damage dealt by 26% Changes stats: +3 Str / +3 Dex Changes resistances: +6% acid / +6% nature / +3% darkness / +5% arcane Maximum life: +68.00 Maximum stamina: +53.00 Movement speed: +10% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body and corrupted in the mark of the spellblaze altar. You could ... consume it, should you feel mad enough. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 19 power out of 25/25) : Effective talent level: 2.0 Power cost: 19 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 53.84 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 53.84 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+2 eff.) Changes stats: +4 Wil Critical mult.: +11.00% Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 8 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 23 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 153 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 4 Base power: 54.0 - 64.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +13 Armour Penetration: +5 Crit. chance: +5.5% Capacity: 22 On weapon crit: * Splash the target with acid dealing 31 damage over 5 turns and reducing armor and accuracy by 4 Damage (Ranged): +20 fire Damage (radius 2) on crit: +16 fire Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 4 Base power: 48.5 - 58.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +14.5% Capacity: 102 Turns elapse between self-loadings: 4 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Travel speed: +200% Damage (radius 1) on hit: +4 fire When wielded/worn: Ammo reloads per turn: +5 Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 32.0 - 38.4 Uses stats: 50% Cun, 70% Dex Damage type: Fire Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Capacity: 20 On weapon hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
![]() Requires: - Dexterity 28 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 39.0 - 46.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Capacity: 25 When this weapon hits: Tornado (10% chance level 2). On weapon hit: * 35% chance for lightning to arc to a second target Travel speed: +100% These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
![]() 2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+4 eff.) Mindpower: +3 (+1 eff.) It can be used to activate talent Psionic Pull (costing 14 power out of 35/35) : Effective talent level: 3.0 Power cost: 14 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 73 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
![]() Infused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +8 Wil Changes damage: +12% mind Mindpower: +10 (+3 eff.) It can be used to convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower) Activation costs 19 power out of 25/25. During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() evasive elven-wood wand of conjuration [power 270] (12 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to fire a magical bolt dealing 270 lightning damage Activation puts all charms on cooldown for 12 turns. When used: * Gain a 26% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 23 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Log
Talent Flare is ready to use.
Minotaur hits The Pacifier for 109 physical, 11 blight (121 total damage).
Melee retaliation hits Minotaur for 8 fire, 2 arcane (10 total damage).
Talent Infusion: Regeneration is ready to use.
Talent Steady Shot is ready to use.
You pickup 0.60 gold pieces.
The Pacifier picks up (2.): evasive elven-wood wand of conjuration [power 270] (12 cooldown).
The Pacifier picks up (d.): ethereal rune (power 13; resist 28%; move 38%; dur 5; cd 18).
The Pacifier picks up (q.): Zubunor.
The Pacifier picks up (s.): honing pulsing mindstar of balance (12-14 power, 32 apr, mind damage).
The Pacifier picks up (s.): gifted living mindstar of clarity (16-18 power, 40 apr, nature damage).
The Pacifier picks up (z.): marauder's reinforced leather armour of delving (17 def, 7 armour).
Talent Insidious Poison is ready to use.
Talent Numbing Poison is ready to use.
The Pacifier picks up (r.): warbringer's stralite longsword of paradox (36-50 power, 5 apr).
The Pacifier picks up (r.): balanced voratun longsword of vileness (42-59 power, 6 apr).
You pickup 0.60 gold pieces.
The Pacifier picks up (e.): shielding rune of the sneak (absorb 423; dur 7; cd 14).
The Pacifier has finished recovering.
The Pacifier picks up (z.): elven-wood starstaff of wizardry (25-30 power, 5 apr, physical element).
Saving game...
Saving done.